1 1
Agenda Agenda Agenda 1 Classical Columns 2 2 Digital Columns Digital Columns 3 Cylindrical Screens 4 Interactive Columns 5 Discussion 2 2
1. CLASSICAL COLUMNS 3 3
4 4
5 5
2. DIGITAL COLUMNS 6 6
DIGITAL COLUMNS � Rotating LED displays (Dynascan, Kinoton) � Cylindrical LED displays � Fraunhofer VR Object Display Fraunhofer VR Object Display 7 7
VR OBJECT DISPLAY 8 8
DISPLAY MODES � 2D Mode � 3D Stereo Mode � VR Object Mode VR Object Mode 9 9
SPECIFICATIONS � height 2.2 m, diameter 1.5 m � 3D rear projection by 8 standard projectors � 2048 x 512 resolution 2048 x 512 resolution � magnetical and optical tracking system directed sound system � 10 10
HARDWARE 11 11
HARDWARE 12 12
IMAGE CORRECTION 13 13
SOFTWARE � Realtime autocalibration software � Edgeless image blending � Distributed rendering of visualisation Distributed rendering of visualisation � Displayed contents VRML scenes 14 14
3. CYLINDRICAL SCREENS 15 15
AMBIENT AND SITUATION 16 16
DEGREES OF FREEDOM 17 17
DEGREES OF FREEDOM 18 18
MULTI USER INTERACTION 19 19
MULTI USER INTERACTION 20 20
VIEWER POSITION usually no „frontal viewing“ 21 21
POSTER POSITION interacts towards an unknown direction 22 22
CLASSICAL SCREEN rectangular frame 23 23
CLASSICAL SCREEN screen layout depends on its framing 24 24
CLASSICAL SCREEN window metaphor 25 25
CLASSICAL SCREEN screens out what is outside its frame 26 26
CINEMA SCREEN (immersive) 27 27
CAVE (total immersive) physical space virtual space 28 28
CYLINDRICAL SCREEN (non-immersive) virtual physical space 29 29
CYLINDRICAL SCREEN (non-immersive) convex shape 30 30
CYLINDRICAL SCREEN section of view 31 31
IMAGES AND MOVIES 32 32
PANORAMA viewpoint i i t 33 33
PANORAMA 34 34
TYPOGRAPHY 35 35
TYPOGRAPHY 36 36
4. INTERACTIVE COLUMNS 37 37
CHARACTERISTIC 1 „interacts towards unknown direction“ 38 38
CHARACTERISTIC 2 „No Left, No Right, no Beginning and no End“ 39 39
INTERACTION TECHNIQUES � Multitouch (direct but explicit only) � Face, Facial Expressions (frontal viewing only) � Gestures (close up subtle interaction) Gestures (close-up, subtle interaction) � Position and Movements (allow implicit initial) 40 40
SENSOR INTERFACE 41 41
SENSOR INTERFACE 42 42
IMPLICIT INITIAL INTERACTION 43 43
IMPLICIT INITIAL INTERACTION 44 44
REACTIVE COLUMN 45 45
MULTIPLAYER GAMES 46 46
DISCUSSION � What are suitable sites of installation? � What are the benefits for advertisers and viewers? � Further ideas of advertisements? Further ideas of advertisements? � How can the interaction technique be refined? How might a user study of this prototype � be designed? 47 47
CONTACT � Gilbert Beyer gilbert.beyer@pst.ifi.lmu.de Stefan Klose � stefan.klose@first.fraunhofer.de � � Karsten Isakovich Karsten Isakovich Karsten.isakovic@first.fraunhofer.de 48 48
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